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Ƌ FGњI this rendering engine project, we render the objects in a virtual environment realistically. ݘ̗^ÒRenderingÓͲ Besides, we will focus on the simulation of̎ ο̗ə natural light in atmosphere, and the lightǮפϲP̗ ܹ"#$̗б&!(Ȅ͒ illumination at night. We will perform a deep +̗ӿ-./ǡ^Ɨ23ά#5Ͳ study on these topics and design the .9ȥб&̗^ corresponding simulation software̗̎؍P67 .;ǒ= 67ɥ?AǃCեд̗ In the first year, we will consider the FHԣJ˞LƮNOP֕HJ˞ physics of light in atmosphere and the+ LR9ȥ)Ƌ̗UVʔXYZL participating media. And then we use the ray 9ȥL. tracing and radiosity algorithms in global^ /SǷ̗ά#^_a+b illumination to simulate the direct sun light, Hԣ̗̎cdeȗghb̗iՖ0 the light in raining and windy day…etc. We lHԣmJ˞Ò0oF?>otooLvwx>KwFxÓ will establish the optical model, design the ̗Hԣz{˼Ò5>~7I>@wxDÓ simulation algorithms and develop program ˼Ò5>AwFJwK~Ó H̚J modules. 67˄υ+ϖ̗Hԣ RR+F̗HԣJ˞9ȥLXYʩ Keywords Rendering Ɗ Global H̎cLǸάHԣL̗ҥ˼ IlluminationƊRay TracingƊRadiosityƊNatural !ǸL^. PhenomenaƊVirtual Environment ˼}mJ˞Hԣz^\ں ȔƋ άԢDZLM̗ ؍FݘP˼
Abstract /Ʈ ̗Hԣz{ÒRay TracingÓ ÒRadiosityÓҥ˼+¡% The Rendering of objects and 3D scenes HԣAȥ9̗hP£c+̗&hȘ is one of the most important steps in the ʗ§/+bȄ+¨̗b©3ª«¬ applications of computer graphics and virtual XRiՖȘ¯hb°ʔ±²³´˞ reality. It affects the realism of display. In µʘX3·¸¹˄ºƋH»¼Hԣ
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HԣJ˞LǸʔȗghPõ(Hԣz{ IšͲHR˺š̗(K £º ҥ˼ÒVolume Density Ray TracingÓhP ƛ!Ǹ̗ʩƲ,ëT1 T2 ©Ȼ£ Pa iՖ ˼ÒRadiosity Algorithm with P(Θ)£'Vʬږ>!ʱ P Pv ʱ P ̗H Participating MediaÓ. Ǹ. /+b̗HԣJ˞LǸ ·ӿ-
2 ë^ʞ^íâãϖ̏́+b©3â ã̗õ(ƮNâã̗H̎cäˀ. ^_ȗ bHԣJ˞LǸ+ ں gʱ"#ºª%#ºƮNX3̗Íο ºLǸ9ȘKƸ±&h̏i]hP ҥ˼ʔ¯Cj8J+bLǸ AÃk̗8ë^ƮN/hʝP ʞ^í67ß/P Șm̗ܲâãV .(HԣJ˞(áƈFo̗؍ ܲ ̗ ΄ԣ Ǹ Aɛ¼̗XͲ+bMϕX3̗ ɀƋ 8ȗ۞ (1) ڛƛ2жǂ̗ȡ£ɛ¼YhMڛ
ȡ Ǟ8\Ǹ (1) ZG\ԣ ƛÒ View 2/!P.Beckmann, A.Spizzochino, “The directionÓ֨©ʔ¯ȗgʱ֨©ԣ§ɚϕ X3Ȅâã̗bõ(ƮNãάҥ Scattering of Electromagnetic Waves ºȥ£Ò"#º%#ºÓ.͗ from Rough Surfaces,” New York, Pergamon, 1963. Ǹ3á]
P I (λ ) = a I ⋅{}K ρ (s)P (Θ ) + K ρ (s)P (Θ ) ⋅ e −(τ 1( s ) +τ 2( s )) (2) v ∫ λ r r r m m m Pv
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